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GameSpot Video Games, PC, Wii, PlayStation 2, GameCube, PSP, DS, GBA, PS2, PS3, Xbox 360, PlayStation 3
    

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 Introduction
 Part 1: The Dreamers
 Part 2: Execution, Evolution,
      and Results
   The Star Wars Game Company
   The LucasArts Graphic Adventure
   New Genres, Same Foundation
   Industry Kudos
  •Adding Luster
 Part 3: Art Nouveau
Behind the Games
Adding Luster
In a medium where game patches and software bugs are far too prevalent, the test department at LucasArts has excelled at delivering stable, reliable products that don't leave players hanging at a critical moment in gameplay. Located in the basement of LucasArts' compound, the test department is an eclectic group of die-hard gamers, sandwiched into cubicles strewn with innumerable open computer chassis so they can test almost every possible system configuration. However, the test department is much more than a bunch of Bunsen Honeydews doing science experiments on software; it is an integral part of the design phase of these games.


"Going into a test is more like going into a focus group." - Hal Barwood, on the test department at LucasArts.
"Going into test here is more like going into a focus group," explains Barwood. "You get a lot more than bug reports. That helps create the polish." Indeed the testers are such a key part of the development process that the company has what are affectionately termed "pizza orgies." At these company-wide gatherings, employees get together to play the latest version of an upcoming release and get free pizza in the process. Besides building morale inside of the company, the employees often serve as a fantastic focus group.


The designers fondly recall the company-wide pizza orgies they've enjoyed over the years.
Justin Chin, who took Jedi Knight through the testing process, is also high in his praise of the testing department. "They are just hard core and pummel your work," he says. "It is where all your hard work gets the final polish; where you confirm your theories and disprove others." Chin also freely admits that he used to be frightened of the test group and what they'd do to his game. "But now I realize that they can help a game and truly make it a number one game. They are very important to the process."

Important, but not all-encompassing. Naturally, making a hit game is a collective process, fusing together the creative talents of the designers, the audio-visual interpretations of the artists, the mathematical acumen of the programmers, and many other technical and artistic traits. There's no doubt that other developers probably have equally competent coders or similarly skilled 3D artists, but what makes LucasArts different is the synergy: The sum of all these different tradesman working together is much greater than the parts.

Thankfully, there's no sign that this synergy will let up anytime soon. What LucasArts has planned for the future is perhaps their most ambitious and diverse lineup of products to date. Plans call for a stopover in the Land of the Dead, a cross-continental journey with your whip and Fedora in tote, and another epic space battle simulator where you'll control the Millenium Falcon.

Next: Part Three - Art Nouveau